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Posted

When making cobblestone, fire clay, or any other item for that matter, it would be nice to be able to ctrl click on something and have it move to the crafting grid if space is available..


IDK, maybe I missed a key somewhere? But I don't think this feature is present. Would just be a nice QOL thing.

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Posted

Honestly no, Mods are great and all, but I've only had this game a couple weeks and have no idea which mods do which. I'd rather see the important (to me at anyrate) features make it into the base game rather than require mods to be installed in order to have them. 

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Posted
16 hours ago, Morndenkainen said:

Honestly no, Mods are great and all, but I've only had this game a couple weeks and have no idea which mods do which. I'd rather see the important (to me at anyrate) features make it into the base game rather than require mods to be installed in order to have them. 

fair enough, so then, this thread counts at least 1 vote to add the QoL feature.  got it. (and feel the pain in its absence)

otoh, while waiting for the maybe addition to the vanilla game, there are mods... 🙂

  • 11 months later...
Posted (edited)

I've also been really wishing for an easier way to send items to the crafting grid, especially for simple common things like cutting logs to firewood. It would be faster and less RSI-inducing if it were possible to ctrl+click or press a hotkey or something to send an item to the grid. Kind of like shift+click to move between hotbar/bag and inventory/container.

Edited by meapineapple
Posted
On 4/30/2025 at 10:45 PM, idiomcritter said:

fair enough, so then, this thread counts at least 1 vote to add the QoL feature.  got it. (and feel the pain in its absence)

otoh, while waiting for the maybe addition to the vanilla game, there are mods... 🙂

I don't understand why in this section people always reply 'there is a mod for this' or 'there is a mod for that.' We are here to propose suggestions to improve the game itself, not to discuss expanding on mods. There is a dedicated mod section for that, isn't there?
It’s a bit underwhelming, especially after taking the time to explain a valid idea, and it honestly makes me lose interest in providing any further input in the future.
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Posted
1 hour ago, Nastrond said:
I don't understand why in this section people always reply 'there is a mod for this' or 'there is a mod for that.' We are here to propose suggestions to improve the game itself, not to discuss expanding on mods. There is a dedicated mod section for that, isn't there?
It’s a bit underwhelming, especially after taking the time to explain a valid idea, and it honestly makes me lose interest in providing any further input in the future.

Because a large part of the time what people are suggesting doesn't match with the vibe/tone that the devs have already set in the game, goes against the lore, or already exists as a mod that isn't very popular.

Example being the ever popular crops discussions that seems to turn into arguments more than anything. There are crops mods on the moddb that do 90% of what people are asking for but they don't get many downloads. The most popular of them is Art of Growing which has over 11,000 downloads on its latest version before being abandoned nearly a year ago, so it might be worth looking into that being added into the game, who knows? But the point is that the majority of the other crops mods that do what people are asking to be added to the base vanilla game aren't even close to being that popular despite the apparent demand on the forums for their features to be added to the game. One of the mods in question contained features that people asked for 3 times to be added to the base vanilla game. You want to know which mod had more downloads than it did at the time? The poop mod. 😕 

So I'm not here to argue if these ideas are well thought out or not, or even well explained. What I am here to say is that when an idea comes across the suggestion board, and it already exists as a mod, we're simply asking you to try it out as some of us have done and see if your idea is still fun or explain it a bit better so that the rest of us can understand what exactly it is you're asking for. Granted none of us have any control over what goes into the game, but if you can articulate your idea in a way that makes it seem fun, then you're more likely to catch the developers' eyes and get it added to the base vanilla game. Your idea may very well be valid, but if nobody on the forums can see it, how are the developers supposed to know it's a good idea?

Nonetheless, the game is still in the early stages of its development and the devs are still ironing out the features they want implemented into the game. Give it time and they might add some QOL features from the forums, but I'm more concerned about getting the lore established and getting the features needed to support that then I am in adding features to a crafting grid. The devs have already stated that they're trying to move crafting processes away from the crafting grid so adding more features to the crafting grid falls into the category of "doesn't match the vibe/tone that the devs have already set in the game" so I would toss it into the "could be a mod" bucket and move along. Cool idea for now, but it doesn't make sense to add it to the game when I know it's just going to be potentially removed later in another update.

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Posted
19 minutes ago, Teh Pizza Lady said:

Because a large part of the time what people are suggesting doesn't match with the vibe/tone that the devs have already set in the game, goes against the lore, or already exists as a mod that isn't very popular.

So much this. To rehash what I've already said elsewhere: everyone has different preferences, and while the vanilla options offer great customization out of the box sometimes a player just wants a little more, that isn't supported by the main game. Mods are a great way to season one's game to individual taste, without changing the core experience for everyone else. It's kind of like burger condiments; most people will be happy with ketchup and mustard, but some want mayo, or hotsauce, or want tomatoes but no onions or pickles, or they want a specific brand of condiment...you get the idea.

 

23 minutes ago, Teh Pizza Lady said:

Granted none of us have any control over what goes into the game, but if you can articulate your idea in a way that makes it seem fun, then you're more likely to catch the developers' eyes and get it added to the base vanilla game. Your idea may very well be valid, but if nobody on the forums can see it, how are the developers supposed to know it's a good idea?

This as well, though I would also note that it's not unheard of for the mod database to be used as a testbed for the practical application of ideas, some of which may end up being included in the vanilla game if the devs like it enough and it fits their vision. The Suggestions area of the forums is useful for theorycrafting, but having an actual mod where the concept can be fully tested is exceedingly useful for figuring out exactly what works and what doesn't, as well as getting an idea of how popular the concept actually is. That kind of testing is also quite useful, since sometimes an idea can sound very fun on paper but prove to be much less so in practice.

Basically, if a mod fits with the style of the main game and proves to be very popular, then it's probably a prime candidate for potential addition to the game later.

Posted
3 hours ago, Teh Pizza Lady said:

Nonetheless, the game is still in the early stages of its development and the devs are still ironing out the features they want implemented into the game. Give it time and they might add some QOL features from the forums, but I'm more concerned about getting the lore established and getting the features needed to support that then I am in adding features to a crafting grid. The devs have already stated that they're trying to move crafting processes away from the crafting grid so adding more features to the crafting grid falls into the category of "doesn't match the vibe/tone that the devs have already set in the game" so I would toss it into the "could be a mod" bucket and move along.

There isn't a mod for this right now. And as much as I would appreciate getting rid of the extraneous clicking, and I don't think this is a reasonable argument at all against adding hotkeys for already existing UI to reduce repetitive and precise clicking, I don't want it enough to learn how to make such a mod myself. I'd be happy to have it from a mod though, if anyone else knows how one would be made.

Posted
1 hour ago, meapineapple said:

There isn't a mod for this right now. And as much as I would appreciate getting rid of the extraneous clicking, and I don't think this is a reasonable argument at all against adding hotkeys for already existing UI to reduce repetitive and precise clicking, I don't want it enough to learn how to make such a mod myself. I'd be happy to have it from a mod though, if anyone else knows how one would be made.

Looking at the original post, it's a neat idea, but not one that I see being particularly useful myself. Most recipes require things to be placed in the grid rather precisely, so simply using a shortcut to put stuff into the grid automatically isn't really going to save any clicks since the stuff will still have to be repositioned depending on what one wants to craft. A better solution, I think, would be to let players look up recipes in the handbook and then click said recipe to place all the required ingredients into the appropriate places in the crafting grid, provided that the player is already holding all the necessary ingredients.

Though I would also argue that this particular idea is better suited to the modded realm anyway given that the devs seem to be wanting to move away from the crafting grid system when possible.

As far as existing mods that implement this kind of function, unfortunately I'm not currently away of any that add this specific feature.

Posted
2 hours ago, LadyWYT said:

Looking at the original post, it's a neat idea, but not one that I see being particularly useful myself. Most recipes require things to be placed in the grid rather precisely, so simply using a shortcut to put stuff into the grid automatically isn't really going to save any clicks since the stuff will still have to be repositioned depending on what one wants to craft.

There are so many crafting recipes where position either doesn't matter or only sort of matters. And they make up the huge majority of my interactions with the crafting grid. Firewood from logs, boards from logs, hammering chunks to get nuggets, combining flour with water, those are the biggest ones. If I could press a hotkey on the first item to put it in the top left, and press the hotkey again on a second item to put it in the middle left, that would already be a huge reduction in repetitive precise mouse movements. Which are the stuff that RSI is made from, and my hands aren't that young anymore.

I don't see how the survival handbook pre-filling recipes would help with this.

If these things would eventually not be done with the crafting grid anymore then that's great. But for now they are, and UI matters. It would be nice if I could play the game with that little bit less stress on my hands for something that doesn't seem very purposeful to me. If all you have to add to this conversation is "I don't personally care about this" and "it could be a mod (but it's not and I'm not going to be the one to do it)" then why are you even here wasting your time and everyone else's writing such replies?

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Posted
29 minutes ago, meapineapple said:

If all you have to add to this conversation is "I don't personally care about this" and "it could be a mod (but it's not and I'm not going to be the one to do it)" then why are you even here wasting your time and everyone else's writing such replies?

Probably because I was mainly responding to you, but wanted to weigh in on the original idea as well out of respect for what the thread is about? I mean the Suggestions section is for that: suggesting ideas and then proceeding to discuss those ideas, both the positives and the negatives. I will also note that while I do tinker around with mods and mod creation, I'm not really a mod maker. If I'm aware of a mod that provides the kind of features someone seems to be looking for, then I'll usually drop the links so they can have a chance to get what they want. But I mean...if I'm going to go to the effort to actually make a mod myself, then it's going to be for an idea I care enough about to actually put that kind of work in.

The OP also mentioned the following earlier:

On 4/29/2025 at 10:52 PM, Morndenkainen said:

I'd rather see the important (to me at anyrate) features make it into the base game rather than require mods to be installed in order to have them. 

It's a fine statement and all, but this logic is also easily turned around the other way. If it's not an important feature to me and I don't otherwise see potential positives outweighing potential negatives...why would I support that change? 

When it comes to suggestions and mods specifically, what tends to grind gears the wrong way is players demanding specific features, that don't necessarily fit the devs' vision/general style of the game, be added to the game so that they can play the game exactly how they want without needing to use mods. The thing is, everyone has different preferences and not everyone is going to want to play the game in that fashion. Toggles in the settings can handle some preferences, but there are limits to how many different playstyles can be accounted for and the settings menus shouldn't become too cluttered either lest they become too confusing. The feature could, of course, be modded out, but it's really not fair at all to expect everyone else to mod out the specific player's demanded feature when that player wasn't willing to use an already existing mod to add said feature to their game to begin with.

Just to make sure I'm absolutely clear--the above is not what is happening in this thread. It has, however, happened in suggestion threads before, and the situation tends to sour rather quickly when it happens.

 

36 minutes ago, meapineapple said:

There are so many crafting recipes where position either doesn't matter or only sort of matters. And they make up the huge majority of my interactions with the crafting grid. Firewood from logs, boards from logs, hammering chunks to get nuggets, combining flour with water, those are the biggest ones. If I could press a hotkey on the first item to put it in the top left, and press the hotkey again on a second item to put it in the middle left, that would already be a huge reduction in repetitive precise mouse movements. Which are the stuff that RSI is made from, and my hands aren't that young anymore.

I don't see how the survival handbook pre-filling recipes would help with this.

The handbook pre-filling seems a better solution to me, since it handles the shape-specific recipes easily and would definitely save some clicks, especially since it's not uncommon to forget a recipe or need to look up other information about certain items. But on further thought, why not add the ctrl-click or a shift-click shortcut as well? I don't think the two are mutually exclusive.

I think it could pair nicely with an update that offers more accessibility features in general, like subtitles, auto-jump(like the Step-Up mod), and simplified clayforming/knapping(like Knapster).

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